Latest comment: 8 August 20257 comments3 people in discussion
I just created a cartographer villager (with experimental trades turned on) and promoted him to apprentice. I got two maps listed. This is a change from 1.20 vanilla, but not unexpected.
I wonder if a note should be made in the trade rebalance section to note that a single villager can give two maps at the same level. SirDaddicus (talk) 23:56, 13 November 2023 (UTC)
Try editing the source, on the top under the 'help' tab find 'references' or something like that. Each note should have a definition somewhere, but I can't find the definition for the enchant-1.8 note (Note 2). Can someone tell me where that is? I tried testing in the sandbox, or in the help page, but nothing seems to work. I can try to help you edit note 6 though. MinecraftExp123 (talk) 05:04, 14 February 2024 (UTC)
Editing the notes won't work, because one still must update the table. Plus, the table is just wrong. There should be three trades under the apprentice level, similar to the journeyman level. SirDaddicus (talk) 16:19, 6 August 2025 (UTC)
Latest comment: 14 February 20245 comments3 people in discussion
The Armorsmith trade rebalance table is missing entries. It only shows expert- and master-level trades, but all the trades changed. (For example, the first trades are asking for iron ingots and coal.)
I know how to change the table, but I don't know the other trades. Please send me a file with those trades if you have them, and I will edit the table. MinecraftExp123 (talk) 13:45, 6 February 2024 (UTC)
I think I found the trades on the feedback.minecraft.net page, but it doesn't say the amount of experience the new trades give to villagers. Most of the trades have changed, and probably so did the amount of XP. Can someone find a reference or just an in-game testing about that? I see all other tables on this page has the number of XP the trade gives to villagers. Also that IP user is actually me, when I forgot to sign in. MinecraftExp123 (talk) 01:37, 7 February 2024 (UTC)
I've added a link to the Villager Trade Rebalance page, saying that's the main article (using the Main Article template). All the information is there, but I don't want to copy all those tables here as it could cause lots of lag. I hope someone can do this, thanks! (My computer isn't very good when editing large pages) MinecraftExp123 (talk) 14:11, 14 February 2024 (UTC)
Also, I think some of the Toolsmith and Weaponsmith tables are missing information. I don't know how to edit table either, and can someone add the iron block and diamond block to emeralds trade? 221.126.252.14603:20, 29 January 2024 (UTC)
Incorrect Trade Probability Values - Expert Level Trades for Cartographer
Latest comment: 13 August 20245 comments3 people in discussion
The cartographer expert level trade lists the item frame as a 100%, however this is not true in practice likely due to the behaviour of the other expert level trade option - any colour banner - which individual offers can be given for different colour banners. I know there is a note that explains that this can be the case, but this should also be reflected in the probability values as they can be misleading otherwise.
@Zafe and Nerdyguy2000: I understand the problem now. The thing is, some of the sheperd trades and maybe some other ones also share the problem, so we need someone to either split all those trades or create a bot to do so. I can't do it right now, because I've got two other things to work on: converting Villager Trade Rebalance to use {{TradeTable}} and {{TradeLine}}, and completing the tables at Damage#History. If you have the time, please start fixing these trades! --MinecraftExp123(talk|contribs)12:23, 12 August 2024 (UTC)
Latest comment: 7 August 20242 comments2 people in discussion
It says on the page that 'it's impossible to get a baby nitwit by breeding two nitwits together". Babies can't appear as nitwits, but they do have a 10% to grow into a nitwit in bedrock. Can I add this?
Another question I have: I keep seeing things like villagers being able to give items with enchantements levels "5-19". I'm assuming this is referring to the amount of bookshleves around an enchantment table, but I can't find any information about which enchantments are whichever levels. What would be an example of a "level 5 enchantment" compared to a "level 19 enchantment"?
For the first question: that is actually already listed in the Villager article. I'm not sure why there is anything about breeding nitwits on this page at all, as this article is supposed to be about the trading mechanic; I might even consider deleting that line from the article, since it could be considered irrelevant. For the second question, see Enchanting/Levels. It has to do with the technical way that the game determines which enchantments to offer. On that page, each enchantment has a range of numbers associated with it. If that range of numbers contains a number between 5 and 19, then it is a possible enchantment that could be offered on a traded item. So for example, an armorer villager could offer armor enchanted with Protection I or II, but not III or IV. Rampage455 (talk) 19:04, 7 August 2024 (UTC)
As of 1.21.60.21, wandering traders do sell pale garden items in Bedrock. It appears to be the same price as in Java, however I couldn't add them in the table and in the history sections as:
The regular/single offer mechanic in Bedrock confuses me.
I'm unsure in which preview it was added (I don't think it has been mentioned in any changelog).
Just did some testing, and at least with the trade rebalance option enabled, cartographer maps always point to the same structure in Bedrock Edition as well, at least for Jungle Explorer maps from a desert village cartographer. Was unsure whether or not I should remove/edit the info on the page.
Latest comment: 8 January 20252 comments2 people in discussion
As you can see in the image, I got two slots with Emerald > Iron armor, the slot no. 1 Coal > Emeralds is not in version 1.21.4. Nevertheless, I am unsure if I understood the table slotting correctly and ask for advice. Is the table wrong or something I misunderstood?
The first factor is demand. An item that was sold out gets a price increase for all players when resupplied. If a player does not trade for a higher-priced item, the price is reduced the next time the villager resupplies. Demand is tracked per item, not per villager, so a villager can offer a higher-priced trade for a single item while other items are cheaper. Trades that have a price multiplier of 0 are not affected by demand.Arina (she/her) 07:54, 20 March 2025 (UTC)
Latest comment: 29 March 20252 comments2 people in discussion
Resolved
Wandering trader trades have been adjusted for 1.21.5, but I'd say what's missing is an outdated, pre-1.21.5 trades table hidden under a spoiler.
It would make the article more accessible to those who play on previous versions.
I'd hate to have to use fandom for such outdated information, and I'm sure you guys would hate it too if people had to resort to that... (congrats on the move, btw!)
If you're the same person who made the feedback in Ruined Portal, please refer to my message there on how to see old versions. The Minecraft Wiki documents the latest information for Minecraft.
However, for trading, I believe a page for trades before the implementation of Villager Trade Rebalance (when that releases) will be created.
Latest comment: 16 May 20251 comment1 person in discussion
Hi :)
The footnote for enchanted books from librarian trade reads:
The possible values are 5β19 emeralds for Lvl I, 8β32 for Lvl II, 11β45 for Lvl III, 14β58 for Lvl IV, and 17β71 for Lvl V. For treasure enchantments the price is doubled. The cost is capped at 64 emeralds. All values below this cap are equally probable.
A. It wasn't quite clear to me what the whole distribution looks like for level 5 trades and level 2 frost walker (the only ones affected by the capping as far as I can tell). On first reading, I thought it suggested that 17 to 64 are all equally likely for level 5, but I see now that that's not what it's suggesting, only that 17 to 63 are equally likely.
B. Treasure costs are even-valued only, but this wasn't clear from the reading.
On reading the code in 1.14 and 1.21.5 (sorry, I couldn't get the same link to generate the code for this version, but I got mine from following the fabric documentation here), the cost is uniformly sampled between 3L+2 and 13L+6, inclusive, where L is the enchantment level. This cost is then doubled for treasure enchantment (resulting in even-valued costs), and capped to 64.
So, for level 5 enchantments, each initial cost between 17 to 71 inclusive are equally likely with 1/55 chance. So the chance for 64 cost is 8/55 due to the cap. I.e. we expect 64-cost level 5 enchants 8 times more than any other costs.
I've included a test world download here with about 12k samples of level 5 enchanted book trades, counting how many times each cost appears. This results in about 1,900 64-cost ones, and the rest of the costs in the low 200's.
Latest comment: 12 July 20251 comment1 person in discussion
I couldn't find more information about the demand in the wiki. But there's an old infographic here by MissLauralot: https://www.reddit.com/r/Minecraft/comments/d1a90d/ which is still mostly relevant, and I'll also be referencing the 1.21.5 code.
Demand vs Reputation
It may help to clarify somewhere that demands is tracked per trade listing per villager, as opposed to the gossip mechanics which is tracked per villager per player. In particular:
Everyone else will also be subjected to the same effects when any player is making use of the trade listing.
Multiple listing of the same item (e.g. enchanted books), regardless of whether they are on the same or different villagers, track their own demands separately.
Similar implications can be made for the gossiping mechanics:
Only the player will see the effects of their own reputations on the villager (a common source of confusion in multiplayer after a player has already cured the villager).
Player's reputation affects all trade listings of that villager for that player.
Demand
Each time a villager restock, the demand on each trade listing is:
Reduced by the maximum stock amount of that listing (maxUses), and
Increased by twice the number of trades made on that listing since the last restock (uses) [code].
This number of trades counts all of the instances made on that trade listing regardless of whether it was made individually or all in one operation. There is no practical limit to the demand (java signed 32-bit integer limit) and it can go into the negatives. When the demand is positive, the price on that trade listing will be increased by the base price x demand x price multiplier, rounded down. [code] The final price is capped between 1 and the maximum stack size after adding the demand, reputation, and hero of the village components.
Some implications:
Price does not necessarily increase or decrease with each restock since it depends on whether any increase puts the demand above 0 and high enough to get us to the next integer after multipling it by the price multiplier and rounding down, and whether any decrease puts the demand low enough to do the same but in the opposite direction.
Not making use of a trade listing will also build up its demand more negative with each restock, so proportionately many trades are needed until we can drive it above 0, effectively building up a stockpile.
2 restock cancels out 1 max-out exactly, so making 1 max-out per in-game day keeps that trade's demand stable.
Really? That sounds interesting. I couldn't find any related bugs, so either you are wrong, or there is an issue with our table. There is a pretty good chance of either of those being true. --Simanelix(T|C)20:36, 7 June 2025 (UTC)
It was most likely a result of testing that did not have a large enough sample size. For example, when I tested the probability of an enchantment on bows, I tested like 3 or 4 (cant remember) full double chests of bows. π Image amethyst_hhh(talk)(weekly survey)21:06, 7 June 2025 (UTC)
I tested it in-game and it is true. I'm not sure what the exact chances for trades are, but after testing it with a few villagers, the Journeyman trades seem to be equally distributed, and the Expert trades seem to have a higher chance of getting 2 banners than 1 banner and one item frame. It's probably just the same as in Java Edition but I can't verify that. MinecraftBedrockPlayer7 (talk) (contribs) π Image 20:53, 7 June 2025 (UTC)
The articles about trading, a mechanic exclusive to villagers and wandering traders, would not include information about piglins bartering a dried ghast. The bartering page does include that information though, please look there. - Harristic / Talkπ Image 16:58, 11 July 2025 (UTC)
I've done about 30 attempts to get a fishing rod enchanted with something "good". All I have ever seen is Unbreaking I or Unbreaking II.
The note says that the algorithm chooses a "random enchantment" of levels 5-19. It also specifies no "treasure enchantments".
So, I SHOULD be able to get a level 3 enchantment of any of the three, Lure, Luck of the Sea, or Unbreaking. But all I am able to get is Unbreaking at levels 1 or 2.
My problem isn't so much the levels (although it SHOULD allow level III, given that librarians can and the text here on the wiki says so). My problem is that I've only gotten two enchantments (unbreaking I and II), No level III's, and no lure or luck of the sea.
They may have changed it as part of that nerf they almost implemented (trade "rebalance"). I need someone who can access the code to determine if that's true or not.
I'm up to 37 attempts, with only unbreaking and only levels 1 & 2. So unless someone shows that I'm wrong, I'm going to update the note to tell the truth. SirDaddicus (talk) 15:32, 2 August 2025 (UTC)
I've checked the code and they do chose a random enchantment of levels 5-19 just like all other trades that give enchanted items. I've then checked in game and I've got an Unbreaking III fishing rod on second try: https://i.imgur.com/MMK8pTA.png. Fisherman trades are also unaffected by the villager trade rebalance experiment.--Capopanzo (talk | contribs) 16:20, 2 August 2025 (UTC)
Latest comment: 6 August 20252 comments2 people in discussion
The entry says 16, but I just locked out a cartographer with only 12 glass pane trades. I hadn't traded with this villager in ages. Can someone please verify this? Thanks! HolyT (talk) 05:17, 6 August 2025 (UTC)
Latest comment: 26 October 20259 comments2 people in discussion
Can someone check the code on how the price of enchanted iron pickaxes of wandering traders works? Is it random within the range, or does it depend on the enchantment, and if so, how? --MinecraftExp123(talk|contribs)13:32, 24 September 2025 (UTC)
In java code, the enchanted tools use the same function:
Each trade offer has a base price
This is specific to the trade offer, not the item (e.g. 1 for wandering trader's enchanted iron pick, but 3 for toolsmith's enchantd iron pick).
Each enchanted tool gets a random enchantment level uniformly distributed between 5 and 19, inclusive.
This is the "base enchantment level" B in this formula, the enchantments are generated in the same way described there.
The final price is the base price + the base enchantment level (e.g. 6-20 enchanted iron pick from wandering trader and 8-22 for toolsmith's).
There's a lot of randomness in how the enchantments are generated from the base enchantment level, so it is possible that we still get poor enchantments from a trade with higher enchantment level.
For example, according to this table, it's possible to just get unbreaking 3 from iron tool with base enchantment 19, and according this other table, it's possible to get efficiency 3 and unbreaking 3 from base enchantment 18, even though the 19 one will cost 1 higher emerald.
But in general, the more expensive, the more likely it is to get better enchantments. For example, there's 15.23% chance of getting that eff3 unb3 from base enchantment 18, but it's 18.05% from base enchantment 19.
When I just said "the more expensive, the more likely it is to get better enchantments", it's inaccurate in that the enchantment quality is proportional to only the random 5 to 19 part of the price, and not the whole price.
I.e. if we accrue negative gossips on a villager and then obtain an enchanted trade by rerolling/leveling up the villager, the trade will be even more expensive, but those price increases will not make the enchantment quality any higher.
Likewise, if we accrue positive gossips before hand, the trade will be even cheaper, but the price decreases will not make the enchantment quality any lower. WaterGenie3 (talk) 06:50, 2 October 2025 (UTC)
Yes, going in order as seen in the page, these all use the same function:
Armorer's enchanted diamond gears
E.g. leggings has base price 14, boots 8, helmet 8, chestplate 16, and adding 5 to 19 to these should line up with their prices listed on the page.
Fisherman's enchanted fishing rod
Fletcher's enchanted bow/crossbow
Toolsmith's enchanted iron/diamond tools
Weaponsmith's enchanted weapons
Wandering trader's enchanted iron pick
That's all the enchanted trades I could find. The only exception is librarian's enchanted book where the price is based on the enchantment's level instead.
The order the items appear in the "Villager wants" column is also significant due to the pricing only affecting the first item (appears on the left in-game), at least in java.
Cases:
Fletcher's novice level flint trade for 1 emerald and 10 gravel should have emerald as the first item. E.g. the master level tipped arrow trade for 2 emeralds and 5 arrows is already in the correct order. Curing a fletcher with these trades will yield cheaper emerald (still clamped at 1) + same 10 gravel for the former (as opposed to cheaper gravel + same emerald), and cheaper emerald + same 5 arrows for the latter.
Fisherman's novice level cooked cod trade should have emerald + 6 raw cod. The apprentice level cooked salmon trade should have emerald + 6 raw salmon
Latest comment: 19 December 202514 comments3 people in discussion
I was recently resetting trades with some villagers and noticed that the trade tables in the wiki are incorrect for bedrock edition in many places.
General formula for calculating the probability of each item being chosen for a given slot is 1 - ( ( m - 1 ) / m ) ^ n where m is the number of items to be selected from and n is the number of distinct slots to fill.
Based on an earlier topic in here, it seems like this is connected to certain modules that may require significant rework and updates across all villager types to get this corrected. I'm happy to help, but I'm not great with wiki coding.
Below is the correct set of trade tables for the Cartographer, as an example.
Editing to add that I have the wrong formula because I didn't realize there was a hard rule about duplicates not being allowed. I thought I saw two brown banners in one of the refreshed trades I looked at on a villager, but I must have been moving too fast.
Novice - wiki is correct
Trade table has a single group, select 2 of 2 options
wants
gives
paper
emerald
emerald
empty map
Apprentice - wiki is
Trade table has a single group, select 2 of 8 options - It should be 23.44% for each one.
wants
gives
glass pane
emerald
emerald+compass
explorer map - village_taiga
emerald+compass
explorer map - swamp_hut
emerald+compass
explorer map - village_snowy
emerald+compass
explorer map - village_savanna
emerald+compass
explorer map - village_plains
emerald+compass
explorer map - jungle_temple
emerald+compass
explorer map - village_desert
Journeyman - wiki is
Trade table has a single group, select 2 of 3 options - It should be 55.56% for each one.
wants
gives
compass
emerald
emerald+compass
exploration map - monument
emerald+compass
exploration map - trial_chambers
Expert - wiki is
Trade table has a single group, select 2 of 16 options - It should be 12.11% for each one.
Interestingly, id 7 for the banner is missing from the trade table. I am going to check if a bug report exists for this.
wants
gives
emerald
item frame
emerald
banner - id 4
emerald
banner - id 15
emerald
banner - id 1
emerald
banner - id 2
emerald
banner - id 10
emerald
banner - id 5
emerald
banner - id 6
emerald
banner - id 11
emerald
banner - id 14
emerald
banner - id 3
emerald
banner - id 13
emerald
banner - id 12
emerald
banner - id 9
emerald
banner - id 8
emerald
banner
Master - wiki is correct
Trade table has a single group, select 2 of 2 options
The bedrock probabilities are tied to the slots in which the item can appear (see Cartographer#Trades, they're hidden on this page for... technical reasons). Is this no longer the case? In which version did you test this? | violine1101(talk)22:52, 18 December 2025 (UTC)
Cartographers are indeed currently incorrect as we don't support biome-specific trades, although the probabilities posted by OP also seem wrong. Different biome variants sell different amounts of explorer maps and banners, which affect the probability for glass panes in the apprentice group and item frames in the expert group. Apprentice, journeyman and expert trades are also not tied to specific slots, similarly to Java. The Chinese wiki has the correct probability values: zh:εΆεΎεΈ#δΊ€ζ.--Capopanzo (talk | contribs) 23:00, 18 December 2025 (UTC)
I've also just checked the newly added data pack definitions for trades in Java Edition 26.1 Snapshot 1, and it seems like it also does some stuff affecting the probabilities which we don't account for (e.g. allowing duplicates in trade sets), which we don't account for. So Java Edition probabilities are likely incorrect as well. | violine1101(talk)23:02, 18 December 2025 (UTC)
Nevermind, duplicates are never allowed in vanilla, it's just an extra datapack feature. But the biome thing also affects Java. | violine1101(talk)23:07, 18 December 2025 (UTC)
Duplicates are not allowed, if an item is selected as the first trade it cannot be picked for the other trade. Also the chances you provided for apprentice and expert trades are wrong because they are assuming a cartographer can sell any biome map and any banner color, which is not the case; e.g. a plains cartographer can only sell savanna or taiga maps, while a desert cartographer can sell 3 different maps, affecting the chances for the glass panes trade as a result.--Capopanzo (talk | contribs) 23:36, 18 December 2025 (UTC)
Ah yes, I see the variant requirement. Thanks for that. Also, if duplicates are not allowed, then the percentages I provided are not correct, but the percentages on the wiki still need to be updated. Also, the item frame and glass panes do not seem to have restrictions based upon villager biome variant (according to the JSON) like the banners have.
This is in 1.21.130. I have confirmed through actual villager trade resets with a res pack that allows me to see all trades for a particular villager without having to manually unlock them. For a cartographer I just worked on, the journeyman level was not giving me a trail map.
When I looked at the actual trades in the data files (behavior_pack\trading\economy_trades\cartographer_trades.json) I can see that the way the trades are grouped, there are not any slots in the way the wiki outlines it.
Here is the code for the journeyman level trades for cartographer. You can see in the code that there aren't individual slots with the way they are doing it now. Lordicarus (talk) 23:02, 18 December 2025 (UTC)
Latest comment: 19 February1 comment1 person in discussion
Enchanted books are the most important trade of the librarian, and arguably of any villager. Information about enchantment levels and emerald costs should have its own section, or at least its own table, rather than being relegated to a mere note. The way the information is formatted now makes it hard to find, and harder to parse. OriginalAwawe (talk) 14:08, 19 February 2026 (UTC)
Latest comment: 24 February6 comments2 people in discussion
Hello,
The sales prices formula given at the end of the Mechanics section is incorrect. I think the last should be instead. For instance, let the Hero of the Village level be . Then the formula condenses into
Oh, that does seem logical for HotV level zero, but for levels 1 and greater, that would make evaluate to 1, since would be greater than 1 for most prices. I'll double check and see how to fix it. ββMinecraftExp123(talk|contribs)12:34, 24 February 2026 (UTC)
@SunnyMoon I think I fixed it. Firstly, the entire Hero of the Village term is wrong, because it originally gave the discounted price, not the discount itself, as it used to decrease as the HotV level went up. Now I fixed it so that it increases. Then, I fixed what you pointed out by multiplying the discount by , which removes the discount because it becomes 0 when the HotV level is 0. ββMinecraftExp123(talk|contribs)12:57, 24 February 2026 (UTC)
Latest comment: 7 April2 comments2 people in discussion
i had 15 villagers that i turned into farmers, and all of them were selling pumpkins on their second lvl up, wiki article says its 67%, but im not really sure on that Protag (talk) 18:09, 7 April 2026 (UTC)
It's correct, in Java apprentice farmers pick 2 trades out of 3 possible choices (buy pumpkins, sell pumpkin pies, sell apples), and any trade within the same pool has the same chance of being picked. You simply got lucky. --Capopanzo (talk | contribs) 18:48, 7 April 2026 (UTC)
Glass panes and item frames can be sold by cartographers from any biome, but the probabilities of these trades depend on the biome the villager is from. This is because the amount of explorer maps or banners they can sell varies based on the villager's biome; this changes the total amount of trades they can pick from, affecting the chance of each individual trade at apprentice or expert level. Capopanzo (talk | contribs) 14:23, 15 April 2026 (UTC)
Add ability to apply modifiers to villager trades.
Moved from Forum:Add ability to apply modifiers to villager trades.
When checking villager trades, the table shows the default values for the materials the Villagers ask for, but if one wants to check how much trades would cost with modifiers, for example if the villager was cured from a zombie, then one would have to go to a separate page, grab the modifiers, and manually calculate the values for each item.
Just like block pages have Template:Breaking row, a table that shows the breaking time for blocks with sliders for the Efficiency enchantment and Haste effect levels to see how those affect the time, Villager trades should become a template with options to select if a villager has been cured, if the player has one of 5 levels of Hero of the Village, and even the gossip level such as the negative effects of hitting/killing a villager or the positive from trading with them repeatedly. A template would also allow separation of trade differences between Java and Bedrock, one could choose which to view so both options aren't present on the same chart.
π Image 404_11 (talk) 15:59, 9 January 2026 (UTC)